Suppose my game uses 4k-sq textures in many places. These are loaded from an assetbundle, where they have mipmaps.
Suppose further that the user is on a (probably Android) device that only supports 2k-sq textures (of which there seem to be plenty, even though they claim to support OpenGL ES3 and have bonkers high res displays…)
(1) When I load the 4k-sq Texture2D asset on these devices, will it just fail, or will it return me a 2k-sq texture based on the next mipmap?
(2) Is there any way to force devices to load from the next-mipmap down when loading a Texture2D, e.g. for the (many) Androd devices that only have 1.5Gb of memory but think they’re OpenGL ES3 and capable of 4k textures…
Obviously I can achieve the above by having multiple assets in the bundle, or variants of bundles, but that’s a load of complexity I’d really rather not manage when the data is already there anyway (because the second mipmap basically contains what I want.)